本文整理汇总了C++中PhysicsObject::getPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsObject::getPosition方法的具体用法?C++ PhysicsObject::getPosition怎么用?C++ PhysicsObject::getPosition使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PhysicsObject
的用法示例。
在下文中一共展示了PhysicsObject::getPosition方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PhysicsObjectId
PhysicsObjectId WorldTestUnitAi :: getCollisionForObject (const PhysicsObject& object) const
{
double radius = object.getRadius();
// check for collision with moon
if(object.getPosition().isNormLessThan(MOON_RADIUS + radius))
return ID_MOON;
// check for collision with target
if(object.getId() != ID_TARGET &&
m_target_disappear_time <= 0.0 &&
object.getPosition().isDistanceLessThan(m_target.getPosition(),
m_target.getRadius() + radius))
{
return ID_TARGET;
}
// don't check against agent
// don't check against bullets
// check for collision with ring particles
for(unsigned int i = 0; i < m_ring_particle_count; i++)
{
assert(i < RING_PARTICLE_COUNT_MAX);
const RingParticleData& rp = ma_ring_particles[i];
if(object.getPosition().isDistanceLessThan(rp.m_position, rp.m_radius + radius))
return PhysicsObjectId(TYPE_RING_PARTICLE, PhysicsObjectId::FLEET_NATURE, i);
}
// no collisions
return PhysicsObjectId::ID_NOTHING;
}
示例2: respondToCollisions
void PhysicsSimulator::respondToCollisions(std::vector<PhysicsCollisionTuple> collisions, float delta) {
for (size_t i = 0; i < collisions.size(); i++) {
PhysicsObject *first = std::get<0>(collisions[i]);
PhysicsCollider *firstCollider = std::get<1>(collisions[i]);
PhysicsObject *second = std::get<2>(collisions[i]);
PhysicsCollider *secondCollider = std::get<3>(collisions[i]);
//PhysicsCollisionData data = std::get<4>(collisions[i]);
// Perfectly Elastic Collision
if (first->getElasticity() == 1 && second->getElasticity() == 1) {
bool reflection = false;
if (firstCollider->getType() == PhysicsColliderTypePlane && ((PhysicsColliderPlane *)firstCollider)->getReflective() == true) {
reflection = true;
glm::vec3 normal = ((PhysicsColliderPlane *)firstCollider)->getNormal();
float magnitude = glm::length(second->getVelocity());
glm::vec3 initial = second->getVelocity();
glm::vec3 newVelocity = initial - (2.0f * normal * glm::dot(initial, normal));
second->setVelocity(glm::normalize(newVelocity) * magnitude);
}
if (secondCollider->getType() == PhysicsColliderTypePlane && ((PhysicsColliderPlane *)secondCollider)->getReflective() == true) {
reflection = true;
glm::vec3 normal = ((PhysicsColliderPlane *)secondCollider)->getNormal();
float magnitude = glm::length(first->getVelocity());
glm::vec3 initial = first->getVelocity();
glm::vec3 newVelocity = initial - (2.0f * normal * glm::dot(initial, normal));
first->setVelocity(glm::normalize(newVelocity) * magnitude);
}
if (reflection == false) {
float m1 = first->getMass();
float m2 = second->getMass();
// This is the collision normal (line of collision) and the normal of the tangent plane
glm::vec3 normal = glm::normalize(second->getPosition() - first->getPosition());
// Get scalar projections onto the normal
double _v1ns = glm::dot(first->getVelocity(), normal);
double _v2ns = glm::dot(second->getVelocity(), normal);
double v1ns = ((1 * m2 * (_v2ns - _v1ns)) / (m1 + m2)) + ((m1 * _v1ns) / (m1 + m2)) + ((m2 * _v2ns) / (m1 + m2));
double v2ns = ((1 * m1 * (_v1ns - _v2ns)) / (m1 + m2)) + ((m2 * _v2ns) / (m1 + m2)) + ((m1 * _v1ns) / (m1 + m2));
glm::vec3 v1n = float(v1ns) * normal;
glm::vec3 v2n = float(v2ns) * normal;
glm::vec3 v1t = first->getVelocity() - (glm::dot(first->getVelocity(), normal) * normal);
glm::vec3 v2t = second->getVelocity() - (glm::dot(second->getVelocity(), normal) * normal);
glm::vec3 v1 = v1n + v1t;
glm::vec3 v2 = v2n + v2t;
first->setVelocity(v1);
second->setVelocity(v2);
}
}
}
}
示例3: isCollide
bool Particles::isCollide(PhysicsObject &object) const{
Vector3 position = object.getPosition();
SectorID id(position);
int x = id.getI();
int y = id.getJ();
int z = id.getK();
int searchSection = 1;
for (int i = x - searchSection; i <= x + searchSection; i++){
for (int j = y - searchSection; j <= y + searchSection; j++){
for (int k = z - searchSection; k <= z + searchSection; k++){
int density = SectorID::calculateDensity(i, j, k);
Sector sector(i, j, k, density);
if (sector.isCollide(object))
{
return true;
}
}
}
}
return false;
}